From a43bb10000ca0b58af2f33750ea17cb94bfbad7d Mon Sep 17 00:00:00 2001
From: Tedd Hansen
Date: Fri, 22 Feb 2008 14:09:38 +0000
Subject: Execution threads are now shared between regions too. Default thread
count regardless of number of regions is now 3. This will save you around 33
threads for a normal 3x3 region server. But, this is totally completely
untested. So it probably won't work for another patch or five.
---
.../ScriptEngineBase/EventQueueThreadClass.cs | 402 +++++++++++----------
1 file changed, 209 insertions(+), 193 deletions(-)
(limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs')
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
index 11fd896..f36baa7 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs
@@ -40,27 +40,27 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
///
/// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class
///
- public class EventQueueThreadClass: iScriptEngineFunctionModule
+ public class EventQueueThreadClass : iScriptEngineFunctionModule
{
///
/// How many ms to sleep if queue is empty
///
- private int nothingToDoSleepms;// = 50;
- private ThreadPriority MyThreadPriority;
+ private static int nothingToDoSleepms;// = 50;
+ private static ThreadPriority MyThreadPriority;
public long LastExecutionStarted;
public bool InExecution = false;
public bool KillCurrentScript = false;
- private EventQueueManager eventQueueManager;
+ //private EventQueueManager eventQueueManager;
public Thread EventQueueThread;
private static int ThreadCount = 0;
private string ScriptEngineName = "ScriptEngine.Common";
- public EventQueueThreadClass(EventQueueManager eqm)
+ public EventQueueThreadClass()//EventQueueManager eqm
{
- eventQueueManager = eqm;
+ //eventQueueManager = eqm;
ReadConfig();
Start();
}
@@ -72,32 +72,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void ReadConfig()
{
- ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName;
- nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
-
- // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
- string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
- switch (pri.ToLower())
+ foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
{
- case "lowest":
- MyThreadPriority = ThreadPriority.Lowest;
- break;
- case "belownormal":
- MyThreadPriority = ThreadPriority.BelowNormal;
- break;
- case "normal":
- MyThreadPriority = ThreadPriority.Normal;
- break;
- case "abovenormal":
- MyThreadPriority = ThreadPriority.AboveNormal;
- break;
- case "highest":
- MyThreadPriority = ThreadPriority.Highest;
- break;
- default:
- MyThreadPriority = ThreadPriority.BelowNormal; // Default
- eventQueueManager.m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\".");
- break;
+ ScriptEngineName = m_ScriptEngine.ScriptEngineName;
+ nothingToDoSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50);
+
+ // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually
+ string pri = m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal");
+ switch (pri.ToLower())
+ {
+ case "lowest":
+ MyThreadPriority = ThreadPriority.Lowest;
+ break;
+ case "belownormal":
+ MyThreadPriority = ThreadPriority.BelowNormal;
+ break;
+ case "normal":
+ MyThreadPriority = ThreadPriority.Normal;
+ break;
+ case "abovenormal":
+ MyThreadPriority = ThreadPriority.AboveNormal;
+ break;
+ case "highest":
+ MyThreadPriority = ThreadPriority.Highest;
+ break;
+ default:
+ MyThreadPriority = ThreadPriority.BelowNormal; // Default
+ m_ScriptEngine.Log.Error("[ScriptEngineBase]: Unknown priority type \"" + pri +
+ "\" in config file. Defaulting to \"BelowNormal\".");
+ break;
+ }
}
// Now set that priority
@@ -113,7 +117,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
-
+
EventQueueThread.Priority = MyThreadPriority;
EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount;
EventQueueThread.Start();
@@ -127,8 +131,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void Stop()
{
- PleaseShutdown = true; // Set shutdown flag
- Thread.Sleep(100); // Wait a bit
+ //PleaseShutdown = true; // Set shutdown flag
+ //Thread.Sleep(100); // Wait a bit
if (EventQueueThread != null && EventQueueThread.IsAlive == true)
{
try
@@ -143,6 +147,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
}
}
+ private EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
+ private ScriptEngine lastScriptEngine;
///
/// Queue processing thread loop
///
@@ -151,188 +157,198 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
//myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread spawned");
try
{
- while (true)
+ while (true)
{
try
{
- EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct();
while (true)
{
- // Every now and then check if we should shut down
- if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0)
- {
- // Someone should shut down, lets get exclusive lock
- lock (eventQueueManager.ThreadsToExitLock)
- {
- // Lets re-check in case someone grabbed it
- if (eventQueueManager.ThreadsToExit > 0)
- {
- // Its crowded here so we'll shut down
- eventQueueManager.ThreadsToExit--;
- Stop();
- return;
- }
- else
- {
- // We have been asked to shut down
- Stop();
- return;
- }
- }
- }
+ DoProcessQueue();
+ }
+ }
+ catch (ThreadAbortException tae)
+ {
+ if (lastScriptEngine != null)
+ lastScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
+ }
+ catch (Exception e)
+ {
+ if (lastScriptEngine != null)
+ lastScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
+ }
+ }
+ }
+ catch (ThreadAbortException)
+ {
+ //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread killed: " + tae.Message);
+ }
+ }
+
+ public void DoProcessQueue()
+ {
+ foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
+ {
+ lastScriptEngine = m_ScriptEngine;
+ // Every now and then check if we should shut down
+ //if (PleaseShutdown || EventQueueManager.ThreadsToExit > 0)
+ //{
+ // // Someone should shut down, lets get exclusive lock
+ // lock (EventQueueManager.ThreadsToExitLock)
+ // {
+ // // Lets re-check in case someone grabbed it
+ // if (EventQueueManager.ThreadsToExit > 0)
+ // {
+ // // Its crowded here so we'll shut down
+ // EventQueueManager.ThreadsToExit--;
+ // Stop();
+ // return;
+ // }
+ // else
+ // {
+ // // We have been asked to shut down
+ // Stop();
+ // return;
+ // }
+ // }
+ //}
+
+ //try
+ // {
+ EventQueueManager.QueueItemStruct QIS = BlankQIS;
+ bool GotItem = false;
- //try
- // {
- EventQueueManager.QueueItemStruct QIS = BlankQIS;
- bool GotItem = false;
+ //if (PleaseShutdown)
+ // return;
- if (PleaseShutdown)
- return;
+ if (m_ScriptEngine.m_EventQueueManager.eventQueue.Count == 0)
+ {
+ // Nothing to do? Sleep a bit waiting for something to do
+ Thread.Sleep(nothingToDoSleepms);
+ }
+ else
+ {
+ // Something in queue, process
+ //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
- if (eventQueueManager.eventQueue.Count == 0)
+ // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
+ lock (m_ScriptEngine.m_EventQueueManager.eventQueue)
+ {
+ GotItem = false;
+ for (int qc = 0; qc < m_ScriptEngine.m_EventQueueManager.eventQueue.Count; qc++)
+ {
+ // Get queue item
+ QIS = m_ScriptEngine.m_EventQueueManager.eventQueue.Dequeue();
+
+ // Check if object is being processed by someone else
+ if (m_ScriptEngine.m_EventQueueManager.TryLock(QIS.localID) == false)
{
- // Nothing to do? Sleep a bit waiting for something to do
- Thread.Sleep(nothingToDoSleepms);
+ // Object is already being processed, requeue it
+ m_ScriptEngine.m_EventQueueManager.eventQueue.Enqueue(QIS);
}
else
{
- // Something in queue, process
- //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName);
-
- // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD
- lock (eventQueueManager.eventQueue)
- {
- GotItem = false;
- for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++)
- {
- // Get queue item
- QIS = eventQueueManager.eventQueue.Dequeue();
-
- // Check if object is being processed by someone else
- if (eventQueueManager.TryLock(QIS.localID) == false)
- {
- // Object is already being processed, requeue it
- eventQueueManager.eventQueue.Enqueue(QIS);
- }
- else
- {
- // We have lock on an object and can process it
- GotItem = true;
- break;
- }
- }
- }
+ // We have lock on an object and can process it
+ GotItem = true;
+ break;
+ }
+ }
+ }
- if (GotItem == true)
- {
- // Execute function
- try
- {
-///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
+ if (GotItem == true)
+ {
+ // Execute function
+ try
+ {
+ ///cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
#if DEBUG
- //eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
- // "Executing event:\r\n"
- // + "QIS.localID: " + QIS.localID
- // + ", QIS.itemID: " + QIS.itemID
- // + ", QIS.functionName: " +
- // QIS.functionName);
+ //eventQueueManager.m_ScriptEngine.Log.Debug("[" + ScriptEngineName + "]: " +
+ // "Executing event:\r\n"
+ // + "QIS.localID: " + QIS.localID
+ // + ", QIS.itemID: " + QIS.itemID
+ // + ", QIS.functionName: " +
+ // QIS.functionName);
#endif
- LastExecutionStarted = DateTime.Now.Ticks;
- KillCurrentScript = false;
- InExecution = true;
- eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
- QIS.itemID,
- QIS.functionName,
- QIS.llDetectParams,
- QIS.param);
- InExecution = false;
- }
- catch (Exception e)
- {
- InExecution = false;
- // DISPLAY ERROR INWORLD
- string text = "Error executing script function \"" + QIS.functionName +
- "\":\r\n";
- if (e.InnerException != null)
- {
- // Send inner exception
- text += e.InnerException.Message.ToString();
- }
- else
- {
- text += "\r\n";
- // Send normal
- text += e.Message.ToString();
- }
- if (KillCurrentScript)
- text += "\r\nScript will be deactivated!";
+ LastExecutionStarted = DateTime.Now.Ticks;
+ KillCurrentScript = false;
+ InExecution = true;
+ m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID,
+ QIS.itemID,
+ QIS.functionName,
+ QIS.llDetectParams,
+ QIS.param);
+ InExecution = false;
+ }
+ catch (Exception e)
+ {
+ InExecution = false;
+ // DISPLAY ERROR INWORLD
+ string text = "Error executing script function \"" + QIS.functionName +
+ "\":\r\n";
+ if (e.InnerException != null)
+ {
+ // Send inner exception
+ text += e.InnerException.Message.ToString();
+ }
+ else
+ {
+ text += "\r\n";
+ // Send normal
+ text += e.Message.ToString();
+ }
+ if (KillCurrentScript)
+ text += "\r\nScript will be deactivated!";
- try
- {
- if (text.Length > 1500)
- text = text.Substring(0, 1500);
- IScriptHost m_host =
- eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
- //if (m_host != null)
- //{
- eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
- ChatTypeEnum.Say, 0,
- m_host.AbsolutePosition,
- m_host.Name, m_host.UUID);
- }
- catch
- {
- //}
- //else
- //{
- // T oconsole
- eventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
- "Unable to send text in-world:\r\n" +
- text);
- }
- finally
- {
- // So we are done sending message in-world
- if (KillCurrentScript)
- {
- eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
- QIS.localID, QIS.itemID);
- }
- }
- }
- finally
- {
- InExecution = false;
- eventQueueManager.ReleaseLock(QIS.localID);
- }
+ try
+ {
+ if (text.Length > 1500)
+ text = text.Substring(0, 1500);
+ IScriptHost m_host =
+ m_ScriptEngine.World.GetSceneObjectPart(QIS.localID);
+ //if (m_host != null)
+ //{
+ m_ScriptEngine.World.SimChat(Helpers.StringToField(text),
+ ChatTypeEnum.Say, 0,
+ m_host.AbsolutePosition,
+ m_host.Name, m_host.UUID);
+ }
+ catch
+ {
+ //}
+ //else
+ //{
+ // T oconsole
+ m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
+ "Unable to send text in-world:\r\n" +
+ text);
+ }
+ finally
+ {
+ // So we are done sending message in-world
+ if (KillCurrentScript)
+ {
+ m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript(
+ QIS.localID, QIS.itemID);
}
}
}
- }
- catch (ThreadAbortException tae)
- {
- eventQueueManager.m_ScriptEngine.Log.Info("[" + ScriptEngineName + "]: ThreadAbortException while executing function.");
- }
- catch (Exception e)
- {
- eventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: Exception in EventQueueThreadLoop: " + e.ToString());
+ finally
+ {
+ InExecution = false;
+ m_ScriptEngine.m_EventQueueManager.ReleaseLock(QIS.localID);
+ }
}
}
}
- catch (ThreadAbortException)
- {
- //myScriptEngine.Log.Info("[" + ScriptEngineName + "]: EventQueueManager Worker thread killed: " + tae.Message);
- }
}
- ///
- /// If set to true then threads and stuff should try to make a graceful exit
- ///
- public bool PleaseShutdown
- {
- get { return _PleaseShutdown; }
- set { _PleaseShutdown = value; }
- }
- private bool _PleaseShutdown = false;
+ /////
+ ///// If set to true then threads and stuff should try to make a graceful exit
+ /////
+ //public bool PleaseShutdown
+ //{
+ // get { return _PleaseShutdown; }
+ // set { _PleaseShutdown = value; }
+ //}
+ //private bool _PleaseShutdown = false;
}
}
--
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